THEY DIDN'T WANT US TO FARM THESE! (So I Did) - Hermitcraft 10 | Ep 25

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In this episode, we start to add obstacles to the TNMT section of Metro Mayhem and discover a great use for wind charges. We're going to need a lot of them, so let's design a very cool Breeze farm!

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Hermitcraft Season 10 Logo by Dnator
Gaming, Minecraft
#minecraft #hermitcraft #ImpulseSV
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I'm so glad I caught you online! That was a lot of fun :-)

xisumavoid
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At the end of the sewers: Make a huge fan, and on it place dispensers that randomly shoot wind charges in the direction of the players, so that they have to dodge them or be knocked back

Nysteria
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i do find it funny that impulse finds the item designed to give you the ability to make 7 block jumps, and his first thought is "how can i turn this into redstone" and then only while testing it out for redstone does he realize its intended purpose of rocket jumping

never change

red_velvet_w
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Doc has a space program that impulse should join

MarvinStephens
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A shortcut through the course that requires a wind charge sounds awesome. A two or three block jump that could save you time if you perform the charge correctly, but isn't required to keep moving!

GiddyFoxGaming
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Here in England, the 'bog' is a slang term for the toilet, so when the bogged are shooting at you... Actually I'll let you fill in the blanks... 😂

milward
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This was one of my favorite Hermitcraft episodes in awhile from any hermit, speaking in terms of ones that aren’t heavily interaction based. I loved watching you figure out how to farm Breezes throughout the episode, and I really enjoyed the sound design this time around. Juxtaposed with X’s prank, it makes for a really fun episode. Great job on this one man

JeanyJesusa
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have a long straight section and wind charges coming at them that they have to dodge, maybe having water dispensers or doors that open/shut on them the closer you get to the end of that section the more charges you have to dodge to avoid being knocked back and the more random traps that could be set off

johnydl
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“they’re gonna get etho’d” i love how much respect that man gets from his friends such a great group of people

underscoreBails
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One weird thing about breeze charges I noticed is that you get a bigger boost if you don't jump first. I guess it puts you closer to the explosion? Most things work the other way around, so keep that in mind if you want to blast people with a mace.

regularinsanity
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You could make one of the allay silverfish generators way up at build height, put a couple of spider webs around the generator so that a whole bunch of the silverfish get clumped up together, then throw first a slow falling potion, then regeneration potion then a poison potion. They would rain down from the sky in enormous numbers

sordidknifeparty
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An idea for next episode: make a quarry where you put a lot of silverfish in a hole and give them regeneration and poison. The silverfish will infest the stone blocks, then because their friends get hurt they will come back out and the block breaks. This will repeat until the potion effects ends. Ores can’t get infested so after a while you can go back and mine the ores for yourself.

fallenfang
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I think wind charges can be interesting to access short cuts around the course. Since they're consumable items it makes the players think about using where to best use them and having them decide when to use them can be an interesting challenge.

humourlessjester
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Impulse, a use for the wind charges, you can use them to climb up like a 20 block high smooth wall be throwing them at the wall by your feet. That could be a super fun obstacle to see the hermits figure out.

bobdoleeatscake
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The breeze farming timelapse with the new music and the sword swings matching up with it … so simple yet effective. Such a vibe; loved it!

mionejr
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As they run down a tunnel, you can shoot the wind charges from behind or the front and that would be chaotic. If from the front it would be challenging dodging skills, back would cause more chaos. This would, of course, be called The Wind (Charge) Tunnel.

isaiahgamble
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Firing some charges down a long hallway towards the runners could be a nice obstacle, if they get it it would slow them down a little.

FARIDABLAIN
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The wind charges could be utilized as a random "teehee nope!" through a parkour portion, randmly deployed in specific locations to knock unsuspecting runners off the course, or maybe even set to a pattern the runners would need to worry about so they couldnt go full bore through that section unless they had precise timing.

SnyperMKJclL
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You should have a "Wipeout wall" where there's a ledge that's the optimal route, but the wall there is sprinkled with randomized wind charge dispensers. If players get hit they get pushed off the ledge and end up on a lower track, where there are obstacles that make you travel much slower (slime, honey, soul sand, etc.). players would then be able to choose the higher risk higher reward path, either sprinting through or strategically avoiding the wind charges. Or they take the safer but slower path in hopes their competitors will be foiled by the Wipeout wall and they'll make it past first try

thetubemz
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Doc (and I think Xisuma) has an old-school design for a really effective breeze farm

Matt